Do i need a layout for a view for when the user "paints" on the screen? And what type of layout should i have? Can it be virtually anything? Like a white screen? Thanks.
You need to use at least one layout which will act as your holder View.
It can be a white screen or whatever you want etc.Instead of programming creating all the views make a holder View for your paint stuff and do the painting on it.
No, XML layouts are optional. You can create it programmatically:
View view = new MyCustomPaintView(context);
setContentView(view);
But XML layouts are very usefull (and strictly recommended) when you need to place many Views on a screen.
Related
I'm trying to make this effect but has no idea, how to achieve it:
My idea is to have a Frame Layout which wraps the video fragment, and the Video fragment has motion Layout as its root layout. So, Frame Layout is in main Activity, but motion Layout is inside a .xml file, which will soon be inflated as the Video fragment's layout. It looks something like this (The frag container will match parent in its width and height):
My questions are:
Is this a good idea to make this transition?
How to make the dimming effects that YouTube has? I'm planning to use this Listener for tracking the transition but has no idea how to make the slowly dimming effect :(. MotionLayout.TransitionListener
Any idea?
One way I can think of cover the screen with a a View that is
#000000 and transition the views color to #FF000000 using a custom Attribute.
The View would need to be gone, Invisible, or translationZ = -1 at the start
To StackOverFlow,
I am currently developing an Android App, and am facing a issue. The issue is that when I place two view items under a parent (LinearLayout) it will not center one view to use the entire width of the parent. The reason for this (I beleive) is because when the second view uses parent_fill it already takes the width of the previous view into account. So it centers the "empty space". The code for the layout is below.
http://i.stack.imgur.com/byqG3.png
As you can tell it is a simple layout. The problem is shown below.
http://puu.sh/jiKIV/4a30800776.png
The problem is that the Title Bar ("Mah App") is not centering on the entire Linear Layout Bar.
So my Question is how do I make the Title Bar center across the entire Linear Layout even though there are other views are on there as well?
Thanks,
Thomas.
Layout Weight is the concept you are missing here. Look at this:
http://developer.android.com/guide/topics/ui/layout/linear.html#Weight
In your case, you need to define android:layout_weight=1 for the view you want to center. This will make that view more important than the rest on the parent.
But really the best way to center views is to use a RelativeLayout instead of LinearLayout. Aligning possibilities are much better
I have an idea for a card item. But I don't know what is the best way to implement this. I can't imagine, how to do this with xml (how to cut off that half of the circle?), or how to do this using canvas? Extend card view and redefine background or?
This should set you down the right path: http://developer.android.com/tools/help/draw9patch.html
It allows you to define how a custom image will stretch.
I recommend you use a dialog or custom view with the 9patch image set as the background. If the custom view is a relative layout then you can just center the textview within the relative layout.
Alternatively, if you really don't want to use an image, you can create a custom view and override the onDraw method. #see http://developer.android.com/training/custom-views/custom-drawing.html
I am trying to create a layout that can fits my situation where I will need to have a layout that keeps the views like imageview or textview or probably a combination of a few. while on the top right of it, i will need to have two buttons on top.
However, this layout has to be dynamic where I can select whether if I want to show the buttons or not. How should I go about it?
You can use any layout you want really, although it sounds like a horizontal LinearLayout would fit your situation the best.
You can then control visibility of individual elements via setVisibility(View.GONE) and setVisibility(View.VISIBLE), or simply through addView.
I am creating an android game, I tried using the canvas.drawText() method to display my score and level but it caused errors. Now I am trying to use TextViews to display them, I am using a SurfaceVeiw and I wanted to know is it possible and would it be a good way of doing it.
You can't really put TextViews into a SurfaceView. What you can do instead, though, is add TextViews on top of the SurfaceView. Let me know if you need help on doing that if you don't know how.
// You can use a FrameLayout to hold the surface view
FrameLayout frameLayout = new FrameLayout(this);
frameLayout.addView(surfaceView);
// Then create a layout to hold everything, for example a RelativeLayout
RelativeLayout relativeLayout= new RelativeLayout(this);
relativeLayout.addView(frameLayout);
relativeLayout.addView(textview1);
relativeLayout.addView(textview2);
setContentView(relativeLayout);
When adding your views, it may be helpful to using LayoutParams to help organize things. Use this documentation for LayoutParams. Hope this helps!
If you're using an XML layout, I would use a RelativeLayout, as mentioned above, contain the SurfaceView inside a FrameLayout. Placing the TextView's on top of the FrameLayout is just a simple matter of configuring the RelativeLayout parameters for each view. You seem new to Android, perhaps this guide will help you with RelativeLayouts and XML layouts in general.